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I feel like no matter what, the game client acting as a server must have a hole in the firewall or a coordinating client. > Simply give them a one-off URL that
by hayst4ck 4y ago
I feel like no matter what, the game client acting as a server must have a hole in the firewall or a coordinating client.
> Simply give them a one-off URL that they type into their gameclient and they connect to it exactly like a public server, which I can then disable after the session.
What's the difference between this and a script that SSH's to your firewall and toggles a port's open-ness or alternatively a script that sends the required POST requests to authenticate and toggle your firewall (easily pulled out of the network dev tools in your browser as curl's)?
There's a hole in your firewall either way. What difference does it make if that hole that opens to your network is in tail-scales servers (with a public IP and port) or yours?
> I feel like this is a glaring product void that inexplicably nobody seems to have noticed?
I don't think this is a product void at all. The security cost of port forwarding to port in the non ephemeral range with no listening service is quite low.
- Camisa 4y ago> What difference does it make if that hole that opens to your network is in tail-scales servers (with a public IP and port) or yours? Are we comparing clients knowing my ip vs not knowing my ip while connecting to my server? Because there's a huge difference. I would obviously want my ip to stay unknown if possible. With my ip you can roughly geolocate my server, DDOS it, try other ports like 80, 443, 22, 3306 to know more about it, etc.